| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| testMatrix3x3: mat3x3<f32>, |
| testMatrix4x4: mat4x4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn test3x3_b() -> bool { |
| { |
| var matrix: mat3x3<f32>; |
| var values: vec3<f32> = vec3<f32>(1.0, 2.0, 3.0); |
| { |
| var index: i32 = 0; |
| loop { |
| if index < 3 { |
| { |
| matrix[index] = values; |
| values = values + 3.0; |
| } |
| } else { |
| break; |
| } |
| continuing { |
| index = index + i32(1); |
| } |
| } |
| } |
| let _skTemp0 = matrix; |
| let _skTemp1 = _globalUniforms.testMatrix3x3; |
| return (all(_skTemp0[0] == _skTemp1[0]) && all(_skTemp0[1] == _skTemp1[1]) && all(_skTemp0[2] == _skTemp1[2])); |
| } |
| } |
| fn test4x4_b() -> bool { |
| { |
| var matrix: mat4x4<f32>; |
| var values: vec4<f32> = vec4<f32>(1.0, 2.0, 3.0, 4.0); |
| { |
| var index: i32 = 0; |
| loop { |
| if index < 4 { |
| { |
| matrix[index] = values; |
| values = values + 4.0; |
| } |
| } else { |
| break; |
| } |
| continuing { |
| index = index + i32(1); |
| } |
| } |
| } |
| let _skTemp2 = matrix; |
| let _skTemp3 = _globalUniforms.testMatrix4x4; |
| return (all(_skTemp2[0] == _skTemp3[0]) && all(_skTemp2[1] == _skTemp3[1]) && all(_skTemp2[2] == _skTemp3[2]) && all(_skTemp2[3] == _skTemp3[3])); |
| } |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var _skTemp4: vec4<f32>; |
| var _skTemp5: bool; |
| let _skTemp6 = test3x3_b(); |
| if _skTemp6 { |
| let _skTemp7 = test4x4_b(); |
| _skTemp5 = _skTemp7; |
| } else { |
| _skTemp5 = false; |
| } |
| if _skTemp5 { |
| _skTemp4 = _globalUniforms.colorGreen; |
| } else { |
| _skTemp4 = _globalUniforms.colorRed; |
| } |
| return _skTemp4; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |